Commit | Line | Data |
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5d7eff9e TW |
1 | use core::controller::Controller; |
2 | use core::object::boll::Boll; | |
3 | use core::level::{Level, Wall, IntersectResult::Intersection}; | |
4 | use core::object::{Object, Objects, ObjectState}; | |
5 | use core::render::Renderer; | |
6 | use geometry::Point; | |
7 | use point; | |
8 | use sdl2::rect::Rect; | |
9 | use sprites::SpriteManager; | |
10 | use std::cell::RefCell; | |
11 | use std::rc::Rc; | |
12 | use time::Duration; | |
13 | ||
8bfd1477 TW |
14 | ////////// STATE /////////////////////////////////////////////////////////////// |
15 | ||
16 | trait State { | |
17 | fn enter(&self) {} | |
18 | fn exit(&self) {} | |
19 | fn update(&mut self, body: &mut Body, ctrl: &Controller, objects: &mut Objects, lvl: &Level, dt: Duration) -> Option<Box<dyn State>>; | |
20 | } | |
21 | ||
5d7eff9e TW |
22 | ////////// CHARACTER /////////////////////////////////////////////////////////// |
23 | ||
8bfd1477 TW |
24 | struct Body { |
25 | pub pos: Point<f64>, | |
26 | pub vel: Point<f64>, | |
27 | pub standing_on: Option<Wall>, | |
28 | } | |
29 | ||
30 | struct StateHolder(Box<dyn State>); | |
31 | ||
32 | impl StateHolder { | |
33 | pub fn get(&mut self) -> &mut Box<dyn State> { | |
34 | &mut self.0 | |
35 | } | |
36 | ||
37 | pub fn set(&mut self, state: Box<dyn State>) { | |
38 | self.0.exit(); | |
39 | self.0 = state; | |
40 | self.0.enter(); | |
41 | } | |
42 | } | |
43 | ||
5d7eff9e TW |
44 | pub struct Character { |
45 | ctrl: Rc<RefCell<Controller>>, | |
8bfd1477 TW |
46 | body: Body, |
47 | state: StateHolder, // Plays well with the borrow checker | |
5d7eff9e TW |
48 | } |
49 | ||
50 | impl Character { | |
51 | pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self { | |
52 | Character { | |
53 | ctrl, | |
8bfd1477 TW |
54 | body: Body { |
55 | pos: point!(300.0, 300.0), | |
56 | vel: point!(0.0, 0.0), | |
57 | standing_on: None, | |
58 | }, | |
59 | state: StateHolder(Box::new(FallState)), | |
5d7eff9e TW |
60 | } |
61 | } | |
62 | } | |
63 | ||
64 | impl Object for Character { | |
65 | fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState { | |
66 | let ctrl = self.ctrl.borrow(); | |
67 | ||
8bfd1477 TW |
68 | if let Some(state) = self.state.get().update(&mut self.body, &ctrl, objects, lvl, dt) { |
69 | self.state.set(state); | |
70 | } | |
5d7eff9e | 71 | |
8bfd1477 TW |
72 | match &self.body.standing_on { |
73 | Some(_wall) => { | |
74 | }, | |
75 | None => { // in air | |
76 | if let Intersection(wall, pos) = lvl.intersect_walls(self.body.pos - self.body.vel, self.body.pos) { | |
77 | self.body.standing_on = Some(wall); | |
78 | self.body.pos = pos; | |
79 | self.body.vel = point!(0.0, 0.0); | |
80 | self.state.set(Box::new(StandState)); | |
5d7eff9e TW |
81 | } |
82 | } | |
83 | } | |
84 | ||
85 | if ctrl.shoot.is_pressed { | |
86 | use rand::distributions::{Distribution, Normal}; | |
87 | let normal = Normal::new(0.0, 0.1); | |
88 | let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() }; | |
89 | for _i in 0..100 { | |
90 | objects.push(Box::new(Boll::new( | |
8bfd1477 TW |
91 | self.body.pos + point!(0.0, -16.0), // half the height of mario |
92 | direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.body.vel, | |
5d7eff9e TW |
93 | 2, |
94 | ))); | |
95 | } | |
96 | ctrl.rumble(1.0, dt); | |
8bfd1477 | 97 | self.body.vel -= direction * 0.1; |
5d7eff9e TW |
98 | } |
99 | ||
100 | ObjectState::Alive | |
101 | } | |
102 | ||
103 | fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) { | |
104 | let block = sprites.get("mario"); | |
105 | let size = 32; | |
8bfd1477 | 106 | renderer.blit(block, None, Rect::new(self.body.pos.x as i32 - size as i32 / 2, self.body.pos.y as i32 - size as i32, size, size)); |
5d7eff9e TW |
107 | |
108 | let ctrl = &self.ctrl.borrow(); | |
109 | let l = 300.0; | |
8bfd1477 | 110 | let pos = (self.body.pos.x as i32, self.body.pos.y as i32); |
5d7eff9e | 111 | // // axis values |
8bfd1477 | 112 | // let p = (self.body.pos + ctrl.aim.to_axis_point() * l).to_i32().into(); |
5d7eff9e TW |
113 | // renderer.draw_line(pos, p, (0, 255, 0)); |
114 | // draw_cross(renderer, p); | |
115 | // values limited to unit vector | |
8bfd1477 | 116 | let p = (self.body.pos + ctrl.aim.to_point() * l).to_i32().into(); |
5d7eff9e TW |
117 | renderer.draw_line(pos, p, (255, 0, 0)); |
118 | draw_cross(renderer, p); | |
8bfd1477 | 119 | let p = (self.body.pos + ctrl.mov.to_point() * l).to_i32().into(); |
5d7eff9e TW |
120 | renderer.draw_line(pos, p, (0, 255, 0)); |
121 | draw_cross(renderer, p); | |
122 | // // circle values | |
8bfd1477 | 123 | // let p = (self.body.pos + Point::from(ctrl.aim.a) * l).to_i32().into(); |
5d7eff9e TW |
124 | // renderer.draw_line(pos, p, (0, 0, 255)); |
125 | // draw_cross(renderer, p); | |
126 | } | |
127 | } | |
128 | ||
129 | fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) { | |
130 | renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap(); | |
131 | renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap(); | |
132 | } | |
8bfd1477 TW |
133 | |
134 | ////////// FALLING ///////////////////////////////////////////////////////////// | |
135 | ||
136 | struct FallState; | |
137 | ||
138 | impl State for FallState { | |
139 | fn update(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> Option<Box<dyn State>> { | |
140 | body.vel += lvl.gravity; | |
141 | body.pos += body.vel; | |
142 | ||
143 | match ctrl.mov.x { | |
144 | v if v < -0.9 && body.vel.x > -5.0 => { body.vel.x -= 0.5 } | |
145 | v if v > 0.9 && body.vel.x < 5.0 => { body.vel.x += 0.5 } | |
146 | _ => {} | |
147 | } | |
148 | ||
149 | None | |
150 | } | |
151 | } | |
152 | ||
153 | ////////// STANDING ///////////////////////////////////////////////////////////// | |
154 | ||
155 | struct StandState; | |
156 | ||
157 | impl State for StandState { | |
158 | fn update(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects, _lvl: &Level, _dt: Duration) -> Option<Box<dyn State>> { | |
159 | if let Some(wall) = &body.standing_on { | |
160 | if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { | |
161 | if ctrl.mov.to_point().length() < 0.1 { | |
162 | body.vel = wall.normal().into(); | |
163 | } else { | |
164 | body.vel = ctrl.mov.to_point(); | |
165 | } | |
166 | body.vel *= 5.0; | |
167 | body.pos += body.vel * 0.1; | |
168 | body.standing_on = None; | |
169 | return Some(Box::new(FallState)) | |
170 | } else { | |
171 | body.vel *= 0.9; | |
172 | } | |
173 | } | |
174 | ||
175 | None | |
176 | } | |
177 | } |